They're sometimes opposed

  • Real-time transactions don't have a new look D2R Items in any way by any stretch of the imagination. Diablo Immortal didn't pioneer them but it's insincere to make that claim as the case. It's not Blizzard's original action-RPG that is the main cause, but instead the most ineffective amalgamation of hundreds of different free-to-play mobile and PC games. There are two Battle Passes, each of which comes with distinct rewards specific to the character (and not the entire roster) as well as too many different currencies for a typical player to track Diablo Immortal's financial system reads as a massive mobile marketplace.

    Even though they're sometimes opposed they have been accepted as normal within the entire industry. You could argue that popularity of loot box or other real-money transactions within AAA games has been a factor in this economic predatory business, but the more that AAA gaming shifts towards a model of games-as-a-service and the more it shares to do with the mobile gaming that has been within this highly popular realm for almost a decade.

    And this isn't just reflected in the use paid currency for items, but also in gacha mechanics, as well as the publication of drop rates of uncommon items. Gacha refers to making use of in-game currency, regardless of whether it's free or purchased by a shop in the game, in order to get something you want: pieces of equipment, for instance, in the case of Dissidia Final Fantasy Opera D2R Ladder Items, or characters in the ever-popular (and ever-lasting) Fate/Grand Order or Genshin Impact.